Project Zomboid - nasKo
Hello again.

As per the last Mondoid, we’re hard at work plugging away at all the things we said we’d be plugging away at last time so this Mondoid is just going to be a bit of us reporting in, with a little bit of new stuff to prevent Mathas from having to talk for ten minutes about puppies again.

So first, new thing!

https://www.youtube.com/watch?v=RC-dHQRuIMs

Woop! Yep, you can now burn all those zombie corpses you’ve been stacking and thus re-create “the pit” from “The Last Man on Earth” / “I Am Legend” (the book, let’s not mention the film) except with additional accidentally setting yourself on fire.

All this moving and burning of corpses is paving the way for disease and other unpleasantness as a result of having rotting corpses decorating the inside of your safehouse – something we’ve wanted to deal with for a long time but would have been horribly punishing without a mechanic for removing / destroying bodies. But now we have that, we can have the other. HOORAY!

The Reporting In Bit

The game world, so far, consists of Muldraugh, West-Point, and a bit to the north containing a bunch of stuff including a (really, really big) mall and the amusingly-named “Knob Creek” *muffled laughter*. It’s pretty big, so far as hand-made game maps go BUT NOT BIG ENOUGH. To put everything into perspective, this image shows the areas mentioned above and then I’ve indicated the areas currently in progress.

http://projectzomboid.com/blog/wp-content/uploads/2014/06/MapCompletion.png

Wowzers. Quite big, eh? So don’t be expecting this map expansion like, tomorrow, or anything since as you can see we’re talking about doubling the size of what’s there currently. And it’s not just bigger in area – that bit to the north? You know what’s up there, don’t you? Yep. A city. Which means that whooooole area is jam-packed with high-density buildings. So we’re talking twice the area but significantly more than twice the number of buildings (and… well, flupping loads of zombies too).
So, yeah…

Short Mondoid this week and I’ve tried to be fairly vague with the map stuff to avoid spoilers, but that’s where we are at the moment. Hope this was enough for you, Mathas <3

*Featured image credit: Steam user "D_loaded", link to source.
Project Zomboid - nsK
Hello again.

As per the last Mondoid, we’re hard at work plugging away at all the things we said we’d be plugging away at last time so this Mondoid is just going to be a bit of us reporting in, with a little bit of new stuff to prevent Mathas from having to talk for ten minutes about puppies again.

So first, new thing!

https://www.youtube.com/watch?v=RC-dHQRuIMs

Woop! Yep, you can now burn all those zombie corpses you’ve been stacking and thus re-create “the pit” from “The Last Man on Earth” / “I Am Legend” (the book, let’s not mention the film) except with additional accidentally setting yourself on fire.

All this moving and burning of corpses is paving the way for disease and other unpleasantness as a result of having rotting corpses decorating the inside of your safehouse – something we’ve wanted to deal with for a long time but would have been horribly punishing without a mechanic for removing / destroying bodies. But now we have that, we can have the other. HOORAY!

The Reporting In Bit

The game world, so far, consists of Muldraugh, West-Point, and a bit to the north containing a bunch of stuff including a (really, really big) mall and the amusingly-named “Knob Creek” *muffled laughter*. It’s pretty big, so far as hand-made game maps go BUT NOT BIG ENOUGH. To put everything into perspective, this image shows the areas mentioned above and then I’ve indicated the areas currently in progress.

http://projectzomboid.com/blog/wp-content/uploads/2014/06/MapCompletion.png

Wowzers. Quite big, eh? So don’t be expecting this map expansion like, tomorrow, or anything since as you can see we’re talking about doubling the size of what’s there currently. And it’s not just bigger in area – that bit to the north? You know what’s up there, don’t you? Yep. A city. Which means that whooooole area is jam-packed with high-density buildings. So we’re talking twice the area but significantly more than twice the number of buildings (and… well, flupping loads of zombies too).
So, yeah…

Short Mondoid this week and I’ve tried to be fairly vague with the map stuff to avoid spoilers, but that’s where we are at the moment. Hope this was enough for you, Mathas <3

*Featured image credit: Steam user "D_loaded", link to source.
Jun 30, 2014
Toribash - sir
See all the greates events, news and videos of the past month in one thread:
Month Express: June[/h1]



Read the exclusive interview with one of the God Squad founders, information on the latest Gamemaster's 'Gotta Go Fast' events and see the best three Toribash videos of June!
Jun 30, 2014
Toribash - sir
See all the greates events, news and videos of the past month in one thread:
Month Express: June[/h1]



Read the exclusive interview with one of the God Squad founders, information on the latest Gamemaster's 'Gotta Go Fast' events and see the best three Toribash videos of June!
Jun 30, 2014
Unturned - Nelson Sexton
Hello!

Here are the patch notes for version 2.0.3:

Additions
-Added water purification tablets.
-Added the ability to purify water, milk and orange juice.
-Added an explosive force to exploding cars.
-Added the S.S. Haven, a fortified cargo ship.
-Added tooltip error when using Gold features without Gold.

Tweaks
-Improved car color system to preserve details.
-Improved lever action animation.
-Reduced buckshot rarity.

Fixes
-Fixed floating item spawns on the bridge.
-Fixed server filters not working.
-Fixed a bottleneck in the networking.
-Fixed flickering on blood splatters.
-Fixed burned car coloring.
-Fixed zoom on novuh iron sights.
-Fixed harvestable plants not using Steam time.
-Fixed looking away from fertilized plants resetting their state.

Now that we're getting into the last week before release I will focus mostly on bug fixes and tweaks, as well as getting more friend keys out to Gold members.

Thanks for reading!
Jun 30, 2014
Unturned - Nelson Sexton
Hello!

Here are the patch notes for version 2.0.3:

Additions
-Added water purification tablets.
-Added the ability to purify water, milk and orange juice.
-Added an explosive force to exploding cars.
-Added the S.S. Haven, a fortified cargo ship.
-Added tooltip error when using Gold features without Gold.

Tweaks
-Improved car color system to preserve details.
-Improved lever action animation.
-Reduced buckshot rarity.

Fixes
-Fixed floating item spawns on the bridge.
-Fixed server filters not working.
-Fixed a bottleneck in the networking.
-Fixed flickering on blood splatters.
-Fixed burned car coloring.
-Fixed zoom on novuh iron sights.
-Fixed harvestable plants not using Steam time.
-Fixed looking away from fertilized plants resetting their state.

Now that we're getting into the last week before release I will focus mostly on bug fixes and tweaks, as well as getting more friend keys out to Gold members.

Thanks for reading!
The Forest - Dishmink
Hey Everyone,

Here’s our second major patch adding some new features, and fixing a bunch more bugs. We’ve also finally added a player head!!

As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub or send them in to support@endnightgame.com.


Version 0.03 Changelog:


Features/improvements:

  • No enemies mode! Type “veganmode” on title screen to activate (without the “”)
  • Player head added! And held items now correctly cast shadows
  • New suprise item added to plane
  • Yacht location is now random
  • Bats now correctly fly out of cave entrances
  • Partially built structures are now saved
  • Fixed water not accumulating on terrain when raining
  • Cassette player can now be turned off by clicking it a second time if it’s already playing
  • Log Cabin now has a floor, a door with hinge and a sleeping/saving spot
  • Birds will now land on window ledge of your built log cabin
  • Molotov will extinguish if in contact with water
  • Improved sunset/sunrise lighting
  • Two new effigies buildable, simple head on stick and arms pointing to sky
  • House boat buildable (Warning : buggy!! - especially with sharks. Also, may sink)
  • Stick marker added to custom building, quickly build yourself waypoints
  • Coral and seaweed added under water (rough)
  • New buildable item : Stick holder
  • Inventory can now carry 1 additional stick (to make shelter construction easier)
  • Small texture tweaks/improvements
  • Shadow distance increased for High and mid settings
  • Improved motion blur on held items
  • Hanging rope pick ups added to deep in caves
  • New cave lighting prop: Laptop
  • 11 new filmic inspired grade options added to graphic options menu
  • Bench now buildable via book section ‘Furniture’
  • Single bat prefab added to parts of caves
  • Improved lilypad pop-in
  • Med pickups now go direct to inventory instead of being eaten on pickup


Sounds:

  • Improved cannibal village track implementation
  • ‘Lake’ track added to Geese Lake
  • Bash pass at all ambient sound implementation, better transitions, better positioning, fall off and ranges
  • Thunder and rain sounds randomized
  • Cave audio pass, adding reverb and echo, better balancing
  • Underwater sound filter added
  • Water footsteps sounds now play when you walk into water


Performance:

  • More memory optimizations should improve stability
  • Lowered memory usage further if 32bit windows is detected, should fix crash on opening if less than 4gbs of usable memory is available (note: 4gb usable is still recommended)

Bugs:

  • Head no longer pokes through collision!
  • Fixed some items missing from inventory when game was loaded
  • Fixed collision where you could wall walk out of plane
  • Fixed can’t carry more raw fish message that would appear when you had too many rocks.
  • Fixed pond covered in logs
  • Fixed left hand held conflicts between lighter, torch walkman etc
  • Removed gleam on inventory coins and flares
  • Fixed floating garden
  • Fixed leaf vertex colors on small leaf hut
  • Fixed flare gun falling through yacht
  • Fixed log going to -1 if you died whilst holding a log
  • Fixed small effigy construction shader being too faint
  • Removed grass cutting from opening inventory (was causing crashes on some pc’s)
The Forest - Dishmink
Hey Everyone,

Here’s our second major patch adding some new features, and fixing a bunch more bugs. We’ve also finally added a player head!!

As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub or send them in to support@endnightgame.com.


Version 0.03 Changelog:


Features/improvements:

  • No enemies mode! Type “veganmode” on title screen to activate (without the “”)
  • Player head added! And held items now correctly cast shadows
  • New suprise item added to plane
  • Yacht location is now random
  • Bats now correctly fly out of cave entrances
  • Partially built structures are now saved
  • Fixed water not accumulating on terrain when raining
  • Cassette player can now be turned off by clicking it a second time if it’s already playing
  • Log Cabin now has a floor, a door with hinge and a sleeping/saving spot
  • Birds will now land on window ledge of your built log cabin
  • Molotov will extinguish if in contact with water
  • Improved sunset/sunrise lighting
  • Two new effigies buildable, simple head on stick and arms pointing to sky
  • House boat buildable (Warning : buggy!! - especially with sharks. Also, may sink)
  • Stick marker added to custom building, quickly build yourself waypoints
  • Coral and seaweed added under water (rough)
  • New buildable item : Stick holder
  • Inventory can now carry 1 additional stick (to make shelter construction easier)
  • Small texture tweaks/improvements
  • Shadow distance increased for High and mid settings
  • Improved motion blur on held items
  • Hanging rope pick ups added to deep in caves
  • New cave lighting prop: Laptop
  • 11 new filmic inspired grade options added to graphic options menu
  • Bench now buildable via book section ‘Furniture’
  • Single bat prefab added to parts of caves
  • Improved lilypad pop-in
  • Med pickups now go direct to inventory instead of being eaten on pickup


Sounds:

  • Improved cannibal village track implementation
  • ‘Lake’ track added to Geese Lake
  • Bash pass at all ambient sound implementation, better transitions, better positioning, fall off and ranges
  • Thunder and rain sounds randomized
  • Cave audio pass, adding reverb and echo, better balancing
  • Underwater sound filter added
  • Water footsteps sounds now play when you walk into water


Performance:

  • More memory optimizations should improve stability
  • Lowered memory usage further if 32bit windows is detected, should fix crash on opening if less than 4gbs of usable memory is available (note: 4gb usable is still recommended)

Bugs:

  • Head no longer pokes through collision!
  • Fixed some items missing from inventory when game was loaded
  • Fixed collision where you could wall walk out of plane
  • Fixed can’t carry more raw fish message that would appear when you had too many rocks.
  • Fixed pond covered in logs
  • Fixed left hand held conflicts between lighter, torch walkman etc
  • Removed gleam on inventory coins and flares
  • Fixed floating garden
  • Fixed leaf vertex colors on small leaf hut
  • Fixed flare gun falling through yacht
  • Fixed log going to -1 if you died whilst holding a log
  • Fixed small effigy construction shader being too faint
  • Removed grass cutting from opening inventory (was causing crashes on some pc’s)
Path of Exile - Chris
This week's Build of the Week episode showcases Unhost's Dual-Totem Ethereal Knives Shadow, which really highlights how powerful a build can be if you use near-optimal items. If you'd like more information about the build, he has posted a build guide here. To submit a build for a future Build of the Week episode, please post it in the appropriate class forum on pathofexile.com. Thanks!

Last week we received a few requests for a full copy of the B-roll combat footage that was used to assemble some sequences in the video. I've uploaded the full uncut combat sequences for this week's video here.
Dota 2 - SZ


A pile of Compendium rewards have just been released! Check out the new Pudgling courier, chat emoticons, weather effects and more. Purchasing a Compendium unlocks all present and future Compendium rewards, such as couriers, immortal items, battle booster, stat tracking, and an unusual taunt for the upcoming Techies hero.

With this update, we're also introducing Live Rewind, allowing you to pause, rewind, and jump around the timeline when spectating any live game. Saw an awesome team fight? Rewind and watch it again and again. Need to grab a drink while your favorite team is playing? Pause the match and resume when you get back.

Meanwhile, if you're coming to The International, you might want to head over to our Ticketing FAQ to prepare yourself for the event.

Can't make it to The International? Try joining (or hosting!) a Pubstomp, where people around the world gather locally to watch The International. Check out our Pubstomp page to learn more.
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